Valorant Dev Tracker


28 Jan

27 Jan


Originally posted by Sir_Reason

Ascent B is the plant not the defuse though.

Ahhhh sorry I misunderstood :( I don't believe that part was intended to be part of a map, it was built specifically for the Range.


Originally posted by squiddy555

Can I eat the flower thingies?

do it at your own risk :P


Originally posted by Rorddit

Do you have plans for a very Dystopian cyberpunk style map? Something reminiscent of "Ghost in the Shell" or "Blade Runner"!

Can't say for sure what our future maps would look like, but on a personal note, I love the cyberpunk genre. Stuff like Blade Runner, Akira etc.


I'm glad you're enjoying it!

We tried to explore some more natural shapes on Lotus with mound, B site bowl, roots and rubble... We really liked the way mound was playing internally so I'm happy to see people digging it :) We'll keep that in mind for future map designs.


Originally posted by Volcanic8171

is the green thing on split at attacker spawn a frog or a turtle, my duo says it’s a turtle but i say it’s a frog

above the bike shop? its a turtle


Originally posted by OxidizedCopperBrick

If i wanted to join the valorant art team some day, would i have to gather some other job experience first after studyinh art or can i apply at riot games directly?

It would depend on the level of experience needed for the job at that time! Riot also has an internship program that would be worth checking out.

As an artist at Riot or any other game studio you would need an art portfolio to apply. I would recommend looking at places like Artstation to see what sort of work other artists in the industry put in their portfolio.


Originally posted by Joeganaut




Originally posted by TCSmith0812

High school eSports Coach here:

What should I tell my Valorant Team as far as advice on how to get better at playing Lotus?

Also, any general advice for my team? They'll be stoked to hear from you.

I wish my high school had a program like that!

Tell them try to control A main territory and watch their flanks on Attack. Defaulting on Attack, being non-committal, is a good way to start your round. On Defense, also try to fight for A main - We often run a 3-1-1 setup with an info Sentinel on B.


Originally posted by The_Thinker_23

How early do you guys plan to tie the map design to the lore going on in valorant? When does that come into play? Is it from the inception of its design or does it eventually come into the picture?

In the early days of a map its all design/gameplay focused. Once we start figuring out visual thematic the narrative comes more into play.


Originally posted by TheOnlyMisty

What is the most interesting thing about map design in your opinion?

Finding ways to get players to think about their utility differently is always really fun for me. On Lotus, the rotating doors were the big driver here. Throwing things through and around them. They break placeables so taking that into consideration. Lots of new things for players to discover!


Originally posted by karboy101

Hey there, thanks for making all these great maps for us to enjoy!

I wanted to ask you guys about the process when you’re creating a map. How closely do you work with the team that handles character development? Considering that we experience and interact with the map through the characters’ kit, is that reflected in the amount of co-operation between your teams?

Also silly question: What triggers the music to play on Breeze?

Thanks again!

We work very closely with Agents, Narrative, Creative, Marketing, etc. Lots of collaboration across the board.

For agent abilities specifically, all our maps are designed to support them. Choke points fit smokes, heights match boost abilities and so on. We want to make sure every agent has a place on the maps.

For Breeze music, I think it just plays whenever you start a match?


Originally posted by Chemical73

what's your favorite map from a game that's not valorant?

Spent a LOOOOT of time playing on Blood Gulch in Halo back in college


Originally posted by Glitchmonster

Hello, Enjoying the maps so far, have not noticed anything lore related yet. But I do have one question so far.

What is the purpose of the edges to the skylight on b site of lotus, is it a design decision or were they meant to close or do something interesting

The thinking is that they would open up like an aperture on a camera


Originally posted by Hurdenn

I remember a rioter talking how the map was initially going to lock one site every round, but you guys scrapped the idea. Do you think it might come back, or does it definitely makes gameplay less fun?

After lots of playtesting, we found that mechanic just wasn't that interesting. It was doing a few neat things, like getting players to think differently round over round, but was also frustrating for sentinels and difficult to track game state. It's possible we revisit it at some point, but it's "in the icebox" for now.


Originally posted by tkolty

Can we see Behind The Scenes of Lotus photos?

Sure! We just posted an article with some behind the scenes stuff here:


Originally posted by ciroc__obama

Great job on the vistas, Dad and team. Very pleasant to look at!

<3 Glad you like them